Implementing ECS SystemBase and updating slang

This commit is contained in:
Dynamitos
2022-11-15 12:19:11 +01:00
parent 05bc31a2b4
commit f635ee2100
106 changed files with 1083 additions and 1675 deletions
+22 -31
View File
@@ -1,26 +1,26 @@
#include "SceneView.h"
#include "Scene/Scene.h"
#include "Window.h"
#include "Graphics/Mesh.h"
#include "Graphics/Graphics.h"
#include "Asset/MeshAsset.h"
#include "Asset/AssetRegistry.h"
#include "Scene/Actor/CameraActor.h"
#include "Scene/Components/CameraComponent.h"
#include "Scene/Components/MyComponent.h"
#include "Scene/Components/MyOtherComponent.h"
#include "Scene/Component/Camera.h"
#include "Scene/Component/StaticMesh.h"
using namespace Seele;
Seele::SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const ViewportCreateInfo &createInfo)
: View(graphics, owner, createInfo, "SceneView")
, activeCamera(new CameraActor())
, scene(new Scene(graphics))
, activeCamera(new CameraActor(scene))
, depthPrepass(DepthPrepass(graphics, viewport, activeCamera))
, lightCullingPass(LightCullingPass(graphics, viewport, activeCamera))
, basePass(BasePass(graphics, viewport, activeCamera))
, cameraSystem(scene->registry)
{
activeCamera->getCameraComponent()->setViewport(viewport);
scene = new Scene(graphics);
scene->addActor(activeCamera);
activeCamera->getCameraComponent().setViewport(viewport);
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Body_Diffuse.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Body_Lightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Face_Diffuse.png");
@@ -28,28 +28,18 @@ Seele::SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const Viewpo
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Hair_Lightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Tex_FaceLightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Ayaka.fbx");
PPrimitiveComponent ayaka = new PrimitiveComponent(AssetRegistry::findMesh("Ayaka"));
ayaka->setRelativeLocation(Vector(0, 0, 0));
ayaka->setRelativeScale(Vector(10, 10, 10));
scene->addPrimitiveComponent(ayaka);
auto meshAsset = AssetRegistry::findMesh("Ayaka");
for(auto mesh : meshAsset->getMeshes())
{
PActor actor = new Actor(scene);
actor->attachComponent<Component::StaticMesh>(mesh->vertexInput, mesh->indexBuffer, mesh->referencedMaterial);
}
//AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Ely\\Ely.fbx");
//AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Cube\\cube.obj");
AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Plane\\plane.fbx");
PPrimitiveComponent plane = new PrimitiveComponent(AssetRegistry::findMesh("plane"));
plane->setRelativeScale(Vector(100, 100, 100));
scene->addPrimitiveComponent(plane);
for(uint32 i = 0; i < 10; ++i)
{
PMyComponent myComp = new MyComponent();
PMyOtherComponent myOtherComp = new MyOtherComponent();
PActor actor = new Actor();
actor->setRootComponent(myComp);
myComp->addChildComponent(myOtherComp);
scene->addActor(actor);
}
scene->start();
cameraSystem.run(pool);
PRenderGraphResources resources = new RenderGraphResources();
depthPrepass.setResources(resources);
@@ -97,6 +87,7 @@ void SceneView::prepareRender()
void SceneView::render()
{
cameraSystem.run(pool);
depthPrepass.beginFrame();
lightCullingPass.beginFrame();
basePass.beginFrame();
@@ -124,19 +115,19 @@ void SceneView::keyCallback(KeyCode code, InputAction action, KeyModifier mod)
{
if(code == KeyCode::KEY_W)
{
activeCamera->getCameraComponent()->moveX(1);
activeCamera->getCameraComponent().moveX(1);
}
if(code == KeyCode::KEY_S)
{
activeCamera->getCameraComponent()->moveX(-1);
activeCamera->getCameraComponent().moveX(-1);
}
if(code == KeyCode::KEY_A)
{
activeCamera->getCameraComponent()->moveY(1);
activeCamera->getCameraComponent().moveY(1);
}
if(code == KeyCode::KEY_D)
{
activeCamera->getCameraComponent()->moveY(-1);
activeCamera->getCameraComponent().moveY(-1);
}
}
}
@@ -152,7 +143,7 @@ void SceneView::mouseMoveCallback(double xPos, double yPos)
prevYPos = yPos;
if(mouseDown)
{
activeCamera->getCameraComponent()->mouseMove((float)deltaX, (float)deltaY);
activeCamera->getCameraComponent().mouseMove((float)deltaX, (float)deltaY);
}
}
@@ -170,7 +161,7 @@ void SceneView::mouseButtonCallback(MouseButton button, InputAction action, KeyM
void SceneView::scrollCallback(double, double yOffset)
{
activeCamera->getCameraComponent()->mouseScroll(static_cast<float>(yOffset));
activeCamera->getCameraComponent().mouseScroll(static_cast<float>(yOffset));
}
void SceneView::fileCallback(int, const char**)
+5
View File
@@ -1,8 +1,10 @@
#pragma once
#include <thread_pool/thread_pool.h>
#include "View.h"
#include "Graphics/RenderPass/DepthPrepass.h"
#include "Graphics/RenderPass/LightCullingPass.h"
#include "Graphics/RenderPass/BasePass.h"
#include "Scene/System/CameraSystem.h"
namespace Seele
{
DECLARE_REF(Scene)
@@ -33,6 +35,9 @@ private:
LightCullingPassData lightCullingPassData;
BasePassData basePassData;
dp::thread_pool<> pool;
System::CameraSystem cameraSystem;
virtual void keyCallback(KeyCode code, InputAction action, KeyModifier modifier) override;
virtual void mouseMoveCallback(double xPos, double yPos) override;
virtual void mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier) override;
+1 -1
View File
@@ -16,7 +16,7 @@ View::~View()
{
}
void View::applyArea(URect)
void View::applyArea(Math::URect)
{
}
+1 -1
View File
@@ -21,7 +21,7 @@ public:
// prepare render is also locked, so reading from shared memory is also safe
virtual void prepareRender() = 0;
virtual void render() = 0;
void applyArea(URect area);
void applyArea(Math::URect area);
void setFocused();
const std::string& getName();